feat(Dialogue): 实现基本的对话系统

This commit is contained in:
2025-10-23 15:46:17 +08:00
parent 4ef8430c6b
commit f6f523e609
29 changed files with 1398 additions and 86 deletions

View File

@@ -11,27 +11,28 @@ namespace Script.Gameplay.Player
[SerializeField] private FirstPersonRaycaster raycaster; // 新增:第一人称射线检测器
[SerializeField] private bool isEnablePlayerInteraction = true; // 是否启用玩家交互功能
private IInteractable previousTarget;
private IInteractable currentTarget;
private IInteractable CurrentTarget
{
get => currentTarget;
set
{
previousTarget = currentTarget;
currentTarget = value;
if (currentTarget != null)
if (previousTarget != currentTarget)
{
// 可以在这里添加一些逻辑比如显示交互提示UI
OnGazeEnter?.Invoke(this.gameObject);
}
else
{
// 可以在这里隐藏交互提示UI
OnGazeExit?.Invoke(this.gameObject);
if (currentTarget != null)
{
OnGazeEnter?.Invoke((currentTarget as MonoBehaviour)?.gameObject);
}
if (previousTarget != null)
{
OnGazeExit?.Invoke((previousTarget as MonoBehaviour)?.gameObject);
}
}
}
} // 被射线命中的当前可交互对象(用于按键交互)
private IInteractable previousGazedTarget; // 上一次注视的对象(用于注视进入/离开事件)
public event Action<GameObject> OnGazeEnter;
public event Action<GameObject> OnGazeExit;
@@ -68,34 +69,14 @@ namespace Script.Gameplay.Player
GameObject lookAtObj = raycaster.CurrentLookAtObject;
IInteractable hitInteractable = lookAtObj != null ? lookAtObj.GetComponent<IInteractable>() : null;
// 如果命中对象与之前注视的不一样,触发进入/离开事件
if (hitInteractable != previousGazedTarget)
{
// if (previousGazedTarget != null)
// {
// previousGazedTarget.OnGazeExit(this.gameObject);
// }
//
// if (hitInteractable != null)
// {
// hitInteractable.OnGazeEnter(this.gameObject);
// // 这里可以显示交互提示UI例如 “E - 开门”
// //Debug.Log(hitInteractable.GetInteractPrompt());
// }
previousGazedTarget = hitInteractable;
}
CurrentTarget = hitInteractable;
}
public void SetPlayerInteractionEnabled(bool isEnabled)
{
isEnablePlayerInteraction = isEnabled;
if (!isEnabled && previousGazedTarget != null)
if (!isEnabled)
{
// previousGazedTarget.OnGazeExit(this.gameObject);
previousGazedTarget = null;
CurrentTarget = null;
}
}